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1. Need some advice on fits for stratios WH exploration - in Ships and Modules [original thread]
Janey T'gahl wrote: So I'm getting bored with level 4 missions in highsec and decided I wanted to try out some wormholes. I've bought a stratios but I can't seem to decide how to fit it for wormhole exploration. I'm thinking of running data/rel...
- by Soltys - at 2016.01.12 14:29:16
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2. pyfa 1.1.14 (Odyssey 1.0) - in Ships and Modules [original thread]
Small feat request (unless I missed such option somewhere): Ability to keep module stats window permanently open and more or less docked instead of floating, automatically reacting to any module highlighted (similarly as it is possible in EFT).
- by Soltys - at 2015.10.22 19:05:32
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3. 1400mm artillary - in Ships and Modules [original thread]
Or use my tables (in signature). Still actual till ~12 nov. Then it's up to some people to provide me new info after eventual changes in future. ---------------------------------------------------------- Damage stats: click version v1.1.02 retail.
- by soltys - at 2003.11.04 12:03:00
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4. damage stats - future of - in Ships and Modules [original thread]
Well, all good things come to end. I'm quitting EvE in a few days, so if anyone wants to update&expand my stats, let me know. ---------------------------------------------------------- Damage stats: click version v1.1.02 retail.
- by soltys - at 2003.10.24 12:43:00
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5. How to calqulate percent modifiers.... - in Ships and Modules [original thread]
Don't forget about: stacking penalty - x^(1/n^0.25), where x is your normal bonus and n is number of modules. I don't remember exactly what attributes are subject to stacking penalty - you must search old TomB post a few pages old. 1st bug - amm...
- by soltys - at 2003.10.23 09:34:00
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6. Optimal and Accuracy Falloff Range - in Ships and Modules [original thread]
Up to optimal range, your damage is not penaltized by range. From optimal to optimal+falloff, damage efficiency changes from ~100% to ~0% (probably in linear fashion). Scoring non-0 damage hit after optimal+range is very rare. Other very importa...
- by soltys - at 2003.10.20 22:18:00
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7. Stacking Modules - in Ships and Modules [original thread]
Quote: Does the nerf still apply if you have a medium tracking enhancer and a low enhancer? If it still nerfs one then which one does it choose to nerf? As far as I know (and checked stuff recently), they will be both nerfed (with x^(1/n...
- by soltys - at 2003.10.09 20:37:00
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8. Turrets and Launchers should automatically reload. - in Ships and Modules [original thread]
100% agreed. We really bloody need autoreloading. Interface and that pseudo-micromanagement is enough painful in its current form (in addition terrible *cough* radar *cough* implementation :/ ). Ehh, it was so many times suggested and asked for.....
- by soltys - at 2003.10.01 22:30:00
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9. Order of weapons? - in Ships and Modules [original thread]
Yep, lasers' order is projectiles reversed one. Hybrids are messed (if projectiles are: abcd, then hybrids are adbc). Missile launchers are: malkuth, limos, ..-#, arbalest. The common things of specific named "family" (i.e. carbine, carbide, malk...
- by soltys - at 2003.09.29 22:18:00
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10. Optimum and Falloff - in Ships and Modules [original thread]
Quote: isn't it +/- falloff? Opt=10000 Falloff=5000 You can hit 5000-15000, with best damage at 10000?? Nope. Putting tracking and signature radius aside, you score best shots from 0 to 10k and your efficiency diminishes to ca. 0 at opt...
- by soltys - at 2003.09.22 10:11:00
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11. Turret damage vs. range formula? - in Ships and Modules [original thread]
Well, I would be pretty interested in finding it out. We can meet someday, preferably on chaos, and test this stuff thoroughly. As orbit function works much better now, we have handy tool to check accuracy. And new variable to play with - signatur...
- by soltys - at 2003.09.21 11:33:00
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12. Weapons Upgrades--Missile Launchers - in Ships and Modules [original thread]
Well, on TQ it still works as previously (affects turrets). ---------------------------------------------------------- Damage stats: click version v1.1.02 retail.
- by soltys - at 2003.09.21 01:14:00
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13. Turret weapon stats - in Ships and Modules [original thread]
Edited by: soltys on 20/09/2003 18:28:22 Quote: There's a pass on the archive. There has never been any password on archive ... Maybe too old rar ? ---------------------------------------------------------- Damage stats: click ver...
- by soltys - at 2003.09.20 17:42:00
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14. Heavy Mod Beams changed? - in Ships and Modules [original thread]
Check my tables. ---------------------------------------------------------- Damage stats: click version v1.1.02 retail.
- by soltys - at 2003.09.20 09:56:00
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15. New to large lasers.... - in Ships and Modules [original thread]
Quote: Tach also has about 3 stock DPS more than mega. What did you mean by "about 3 dps more" ? I'm not sure if I caught it correctly... anyway... Tachyon has only ~11% bigger DoT, at the cost of ~30% bigger powergrid and ~30% bigger ...
- by soltys - at 2003.09.20 00:01:00
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16. Rifter: Need some advice... - in Ships and Modules [original thread]
Edited by: soltys on 19/09/2003 00:20:13 Previous stats (those that I referred as preview) were taken with truncated rof (chaos builds 1188 - 1209). I wasn't able to get real rof due to bug. And it was clearly stated on front page. Real 200 ca...
- by soltys - at 2003.09.18 23:47:00
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17. Rifter: Need some advice... - in Ships and Modules [original thread]
Quote: Hurm, from your data it doesn't look like the howitzer is better; it's just everything else is worse! 200mm Autocannons are doing 50% less damage DoT with EMP!?! They were so overpowered before... 50% in comparison to what ? emp...
- by soltys - at 2003.09.18 22:53:00
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18. damage stats full update (retail 1217) - in Ships and Modules [original thread]
Edited by: soltys on 18/09/2003 22:28:25 Well, tables are pretty much the same as in 1212 chaos build. Currently all turrets and missile launchers are listed. Some stuff (DoT mainly) got more complicated, so it should be more accurate. I shoul...
- by soltys - at 2003.09.18 22:28:00
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19. Rifter: Need some advice... - in Ships and Modules [original thread]
Edited by: soltys on 18/09/2003 20:30:30 I'd suggest checking 280mm howitzers. They're pretty decent weapon now (and for the first time better than 250). If you gimp rifter setup a little, you can put even 3 on it. But you need quite high engi...
- by soltys - at 2003.09.18 20:29:00
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20. Tracking enhancer giving insane range bonus - in Ships and Modules [original thread]
Quote: You know the irony? I posted a big bug report about this on Chaos, along with logserver results etc etc nearly two weeks ago, and talked about it with bughunters on Chaos at the same time. Welcome to the club Sorry, but I just ...
- by soltys - at 2003.09.18 09:43:00
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